Jump to content


narfnin

Member Since 03 Aug 2011
Offline Last Active Dec 22 2011 06:37 PM

Posts I've Made

In Topic: Pre-release Subfaction Design Ideas Thread

05 September 2011 - 12:26 AM

HQ :: Attrition Tank

Tier 3, High Price

While Psi-Corps attacked fortified bases head on with the enemy's troops, and Scorpion Cell avoided bases entirely, Epsilon HQ had no direct way of attacking an enemy base. So, after intense work, the Attrition Tank was developed. Large enough to run over enemy walls, the Attrition Tank can plow over the best-laid defenses and activate its EMP generator, disabling enemy defenses. Once an opening is created, Epsilon's armies can flood the base and take control. While powerful, the Attrition Tank has no formal weapons, so your attacking army should be near by. Also, and this should be common sense, infantry are immune to the Attrition Tank's EMP generator.

-------------------------------------------

Latin :: Coastal Assault/Defense (CA/D) Tank

Tier 2, Med Price

Having such large coastlines, the Latin Confederation found that Amphibious Transports were too slow to deploy troops around the battlefield in time to defend against surprise assaults. So their engineers developed the Coastal Assault/Defense Tank, or CA/D Tank for short. The CA/D Tank has hoverjets similar to an amphibious transport, allowing them to go across land or sea, making them perfect for rapid coastal defense or helping in sea-based attacks. While less armored than the Rhino Tank, the CA/D Tank has a longer-ranged, but weaker, gun and moves a bit faster than its cousin.

--------------------------------------------

PF :: Tortoise ACV (Amphibious Combat Vehicle)

Tier 3, Massive Price

Noticing that the allies in general have a deficiency of armoured units, the Pacific Front developed the Tortoise Tank. After realising that they had too many isolated landmasses to make a superheavy tank worthwile, they modified it to be an amphibious vehicle. Of course, the amount of hoverunits to make this behemoth float made the cost ridiculous. Most Pacific Front Commanders agree that it is worth it, though, as the Tortoise has room for nine infantry or three tanks, and firing ports to let them fight. The only weapon the Tortoise itself has is the GCA Firing Platform, which is a modified Grand Cannon that fires at massive ranges, with the minimum range at a surprising hundred-and-fifty feet (10 tiles). Of course, should the passengers be killed, the Tortoise would be utterly defenseless to attack, as the GCA Firing Platform is useless against anything mobile.

In Topic: Pre-release Subfaction Design Ideas Thread

24 August 2011 - 05:28 PM

USSR Tier 2 -- Opekun Tank

While Rhino tanks are good for general use, the USSR needed a defense-oriented tank to keep its western borders safe from the European capitalists. So, the Opekun Tank was developed. While it is relatively weak when mobile, the Opekun Tank can entrench itself into the ground, allowing it to fire more rapidly without fear of destabilization. On top of that, the Opekun tank's armor allows it to defeat any other Tier 1 or Tier 2 tank in single, non-mobile combat. However, it is very sluggish, and it fires slowly when undeployed, meaning that smaller and faster tanks can still outmaneuver it.



EA infiltrate PF; Tier 3 -- Odin Assault Craft

Just because their allies doesn't mean that they share everything. If a European Commander "borrows" technology from the Pacific Front, then their scientists can develop Odin Assault Crafts. These flying behemoths are armed with MOABs to level enemy structures with ease. Their real power, however, is that they can carry infantry, either for deployment or to fire out of gun-ports like a Battle Fortress. Should an Odin be shot down, however, the infantry inside will die, along with anything under the doomed craft.



HQ infiltrate Allies; Tier 3 -- Kronos Station

Epsilon's leaders are a bit more aggressive when it comes to new technology. So when they got their hands on the allied chronosphere blueprints, the monstrosity only known as a Kronos Station was created. The Kronos Station is armed with a single gattling cannon, which by itself isn't threatening. What makes the Kronos Station a threat is the fact that it can chronoshift anywhere on the battlefield. This allows for surprise anti-aircraft strikes, emergency defenses, or even a sneak attack on an enemy commander. However, in order to keep the Kronos Station cost effective, it has no treads or wheels whatsoever, and due to the instability of the stolen chronoshpere blueprints, it explodes violently upon destruction.

In Topic: Pre-release Subfaction Design Ideas Thread

21 August 2011 - 08:35 PM

Say, can we put upgrades? ((As in, 0x0 structures that give bonuses.))
Anywho, more stuff:

]--[

PsyCorps Hero Unit/Commando/Whatever it's called

United Mind

Normally, mind control works when many bodies are controlled by one consciousness. The United Mind is the opposite. Via a secret process, PsyCorps managed to meld the minds of countless men and women, some volunteers and some not, into one body. The United Mind, as this abomination was called, is the most powerful psychic warrior bar none, perhaps even surpassing Yuri. It can damage structures with blasts of psychic energy like an initiate, only much much more powerful. It can also perform a Mind Release, where it ejects some of its power into nearby enemy units, melding their minds with its own, taking permanent control of them. However, during a Mind Release, the United Mind is vulnerable to attack, and actually takes some damage, thus discouraging overuse.

]--[

HQ Tier 3 Seige Tank

Reaver

By combining genetic research with psychic and mechanical technology, Epsilon HQ created the Reaver. This monstrosity is literally a living machine, having been created by fusing machine parts around a genetically modified soldier until they were encased within a tank. Powered by the subject's body, the Reaver has no need for an engine, or basic machinery for that matter, making it extremely lightweight, even with its thick armour. As for combat, the Reaver drains the subject of as much life force as possible without killing it, then releasing it in a powerful psychic shot that damages everything around the target area. After this, the subject is too drained to do much else, leaving the Reaver weaponless for a time. Should it encounter infantry, the Reaver is fast enough where it can simply run them over. However, the Reaver is vulnerable to large groups and aircraft.

]--[

PF Tier 3 Seige Aircraft

Trailblazer Helicopter

Defending aircraft has become more important with the more frequent use of Gattling Cannons and Flak. So, the Pacific Front created Trailblazer Helicopters. These flying monsters carry specially designed EMP rockets, designed to disable enemy Anti-Air emplacements and vehicles while doing minimal damage, allowing other planes to fly in safely to destroy power plants and the like, leaving enemy commanders with a desperate power situation when the AA comes back online. Of course, smart commanders can use the EMPs in more creative ways as well. Should anti-air infantry come by, the Traiblazer has a Minigun to take care of them. Ironically, although designed to keep the sky safe, it cannot actually attack flying enemies.

In Topic: Pre-release Subfaction Design Ideas Thread

20 August 2011 - 10:48 PM

I'm getting confused, as it seems half the people here want EA to have realistic weaponry, and the other half want them to have advanced weaponry :\ Also, I'm making any new suggestions to be like the summaries from the bottoms of my old ones, so that more balance is allowed like somebody said above.


China--

Fortification Center

Not content with simply having bunkers available to their soldiers, the Chinese went a step further. The Fortification Center may look useless, but inside is a garrison of 15 specially trained soldiers, who will run out and attack any target that gets to close to their assigned Fortification Center. Logically, the structures are heavily armored. They are incredibly useful as base defenses, and being nothing but bunkers, are immune to mind control. Having a 24/7 garrison isn't cheap, though, and the Fortification Bunker takes some credits every once in a while for supplies. (spawns infantry, or if that doesn't work, vehicles that act like infantry, to attack anything in range)




Scorpion Cell--

Sandstorm Tank

Being surrounded by desert, Scorpion Cell decided to put the sands to use. The Sandstorm Tank is designed to burrow underground to a specific location, then lie in wait under the sands until enemy units get in range. Then, the Tank rises out of the dunes and entraps anything, man or machine, with its Sandstorm Generator. The Sandstorm Generator surrounds enemies with swirling sands, rendering them immobile and helpless to attack from, attack by other Epsilon units. After the ensnared foes are dispatched, the Sandstorm Tank fades away again to destroy its next victim. Not even HQ or PsyCorps know how this tank works in non-desert environments, but it does. Scorpion Cell refuses to explain how. (emps everything in range, and is otherwise cloaked)




PF--

Shimmer Tank

The Pacific Front wasn't content with simple mirage tanks. So, they made the Shimmer Tank. The Shimmer Tank, like its distant cousin, disguises itself to blend in with its surroundings. However, it is also outfitted with a tiny personal chronosphere and a modified prism cannon. Thanks to the chronosphere, Shimmer Tanks can go anywhere, and remain undetected until they phase in. They then raise havok among enemy line by firing their Refractor Ray, which, upon hitting its target, splits into five new rays. Those rays then split into two each, and then split into another two rays. After firing, however, the Shimmer Tank must recharge, so it has a very low rate of fire, and can usually be found by searching for a nearby tree that shines due to the recharge arrays. This shine is what gave the Shimmer Tank its name. (I think the shimmer is possible, my amateurish coding knowledge says that you would use an animation to make the tank found even when disguised. But I could be totally wrong :\)

In Topic: Pre-release Subfaction Design Ideas Thread

13 August 2011 - 11:41 PM

Jungle Stalker

PF Special Infantry

Cost: 1100
Primary: Combat Knife
Secondary: C-4
Health: Med-Low
Speed: Low
Purpose: Sabotage

Since the Pacific Front contains so much thick vegetation, the Allies put it to good use. The Jungle Stalker is a stealthed infantry that sneaks up on enemy infantry units, and stabs them, therefore keeping itself safe. When confronted with tanks, the Jungle Stalker can use C-4 charges to blow them apart. They can also demolish structures with ease. The only problem is that when placing C-4, the Jungle Stalker becomes visible, so attacking a base w/ them is not advisable, and should they be detected, they have no ranged weaponry to defend themselves.

-----------------------

Harvester Drone Hive

EA Special Structure

Cost: 3000
Health: Med-High
Purpose: Ore Gathering

With the USSR on their border and Yuri's Agents being an ever-present threat, the European Alliance needed a way to gather ore without putting peoples' lives at risk. So, after miniaturizing the Robot Tank Mainframe, they created small harvester drones to gather ore. Working similar to the Slave Miners of the First War Against Yuri, the Drone Hive has a near-infinite supply of cheaply made harvester drones that it sends out to gather ore. Unlike slave miners, the Drone Hive does not move, as the likelihood of a drone escaping after leaving the Hive's line of sight is nonexistent. The drones carry only a small amount of ore, but this is because they are rather weak and the EA doesn't want them being destroyed while carrying large amounts of ore. Should the hive be destroyed, the drones are programmed to self destruct.

-----------------------

Juggernaut

Epsilon HQ Hero Unit

Cost: [[hero unit price]]
Primary: Fists
Secondary: More Fists
Health: Very High
Speed: Medium
Purpose: Demolition

Taking the engineering used to create Brutes to the next level, Headquarters created the Juggernaut. This creature is over 8ft tall, and has skin as tough as a tank's armor. One punch from the Juggernaut can demolish weaker vehicles such as the IFV or Halftrack, and multiple punches can destroy buildings. This, combined with natural regeneration, makes the Juggernaut a powerful foe against lightly defended bases. Even small squads cannot take the Juggernaut down. Supposedly, only airstrikes or large amounts of forces can truly kill the Juggernaut. However, this theory is untested, as anywhere the Juggernaut was deployed did not survive long enough to call in help.

-----------------------

Coercer

Psy Corps Special Infantry

Cost: 1300
Primary: Disguise
Secondary: Short-Range Mind Control
Health: Medium
Speed: Medium
Purpose: Mass Mind Control

Suggestion is a powerful force. Coercers can disguise themselves as enemy soldiers, and slip into a squad unnoticed. From there, they can spread word around, suggesting to their "fellow" troops to join Epsilon. Luckily, neither the Allies nor the Soviets have discovered that the Coercers are trained to use slight mind control to help ingrain the "suggestion" into their squad members' heads. After turning a group over to Epsilon, the Coercer can safely return to an Epsilon base to await redeployment. However, should a Coercer encounter tanks or a vigilant Commander, or even Dogs, he should evacuate the area to preserve his live.

(Deploy attacks, all infantry in small range are perma-controlled. ONLY works on infantry.)

-----------------------

Spetznaz

USSR Special Infantry

Cost: 1500
Primary: AK-47
Secondary: Grenade Launcher
Health: Medium
Speed: Medium
Purpose: Multi-Purpose Infantry

After seeing that the Americans sent their precious Navy SEALs to the front lines, the USSR began making plans for the deployment of Spetznaz soldiers. While they are unable to swim, Spetznaz soldiers are armed with an AK-47, which has superior range and firepower as compared to the SEALs' MP5. They also have noob tubers under-barrel grenade launchers to deal with buildings at a safe distance. However, although the grenades do damage vehicles, they don't do enough damage to destroy them, so be wary of Anti-Infantry vehicles.

-----------------------

O.P.T.U.
(Orbital Prism Targeting Unit)

USA Epic Tank

Cost: 5000
Primary: Targeting Laser
Secondary: N/A
Health: Low
Speed: Medium
Purpose: EXTREME SEIGE

O.P.T.U. was designed to harness Prism technology in the most effective way possible. And what better way to focus Solar Energy into a laser than with Satellites? While a commander may only use one O.P.T.U. at a time, they shouldn't need more. The O.P.T.U. calls in an orbital strike against its target, which, while taking a while to co-ordinate and make the pass over the area, vaporizes the target and severely damaging anything nearby. The satellite must then cool off and make another orbit before re-firing, giving the O.P.T.U. an extremely low firing rate. However, it can hold up to four infantry inside to defend itself, and can usually leave the area before retaliation occurs. Should an enemy find the O.P.T.U., it is imperative that you get it to safety immediately, unless it is well guarded.



edit: Page 8 get :D

edit2: Forgot this:


Chrono Vortex

USA or EA Support Power

Slow recharge

After researching the Chrono Vortexes that occurred in the first Great War, the (Americans/European Alliance) developed a device that creates a vortex every time. Basically, a hole is ripped in time and space, without an exit point, destroying everything nearby.

(It would work sorta like a spawn, and the thing would have IsCow and OpportunityFire set to yes, with a range 1 weapon and terror-drone like guard so it moves around, and the anim slowly damages it and it can't be selected or attacked)